No.028 / 280Action & reflex · Combat & tactics

Reactive Battlefield Surfaces

Water, oil and fire react on the ground, so every fight is also terrain editing.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Creativity · Spatial
Divinity: Original Sin 2No.028Divinity: Original Sin 2

01The core loop

Action → feedback → next choice
  1. 01Create or find a surface
  2. 02Lure enemies onto it
  3. 03Trigger an element reaction
  4. 04Deal with the aftermath

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Three enemies stand in a rain puddle; your mage has a lightning bolt (12 single-target damage).

  2. T2

    Turn 2 · The player chooses

    The mage strikes the water instead of a single enemy.

  3. T3

    Turn 3 · The feedback

    The puddle electrifies; all three take damage and are stunned for a turn, leaving electrified water.

  4. T4

    Turn 4 · The next decision

    Your melee must path around the live water, so the player replans movement.

How it plays

Skills and items leave surfaces like oil, water, poison or ice, which transform under certain elements: water conducts lightning, oil ignites. Units standing on surfaces gain statuses, so positioning and cast order outweigh raw damage.

What the player weighs

  • Big reaction vs. not catching allies
  • Spend a turn setting up vs. deal damage now

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Divinity: Original Sin 2
D

Divinity: Original Sin 2

P1

Its surface and cloud system is extensive: water, blood, oil and poison all transform, with blessed and cursed variants, and battlefields often end up ablaze or electrified.

Baldur’s Gate 3
B

Baldur’s Gate 3

P2

Uses a similar idea under D&D rules: grease makes creatures fall prone, and the Wet condition makes cold and lightning hit harder.

The difference worth noticing

Original Sin 2 puts surfaces center stage; Baldur's Gate 3 folds them into more traditional D&D rules.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Reactive Battlefield SurfacesCombat & tactics+

Mix beam routing into combat: bounce a laser off mirrors to ignite oil and melt ice along one path.

Prototype this combo in Yoroll

→Follow the next idea

Combat & tactics

Action Point Budget

Each unit gets a few actions per turn; moving and shooting come from the same pocket.

Prototype complexity
Who plays
Solo decisions
  1. 01Check remaining actions
  2. 02Choose move or attack
  3. 03Spend and resolve
  4. 04Plan the next unit
XCOM 2 · Gears Tactics
Combat & tactics

Cover and Flanking

Cover keeps you safe until someone walks around it.

Prototype complexity
Who plays
Solo decisions
  1. 01Check where cover faces
  2. 02Move to a flanking angle
  3. 03Gain an accuracy bonus
  4. 04Guard against counter-flanks
XCOM 2 · Gears Tactics
Combat & tactics

Blow Up the Cover

If the enemy is well hidden, blow up the wall; the battlefield keeps changing.

Prototype complexity
Who plays
Solo decisions
  1. 01Find the cover they rely on
  2. 02Destroy it with explosives
  3. 03Enemy is exposed
  4. 04Follow up the attack
XCOM 2 · Frozen Synapse
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

Entries are written by Yoroll editors. Game names and trademarks belong to their respective owners.